I'm kinda leaning toward a fell gnome oracle of bones. Would that be an acceptable choice for submission?
Nevermind. Oracle of Bones just really starts to get into its thing about the time this module ends. So not an Oracle of Bones.
Still thinking of an oracle though.
I'm following the original recruitment's design focus which requests "classic high fantasy" sort of heroes with a preference, but not restriction, toward core. I think an oracle might be fine--it's not all that different from a cleric potentially--but character theme and flavor will matter.
Yeah, that is what I'm going for. Primarily a nature focused medic and buffer, but I like the play of the oracle better than the cleric. Not sure exactly why, but spontaneous caster seems more 'god touched' than a prepared caster to me. {shrug}
Moss-Fingers de'Morcaine:
Moss-Fingers de'Morcaine
Male half-elf oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (elf, human)
Hero Points 1
Init -1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+2 armor, +5 Dex, +2 shield)
hp 12 (1d8+4)
Fort +3, Ref -1, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee cestus +1 (1d4+1/19-20) or
. . morningstar +1 (1d8+1)
Ranged sling -1 (1d4+1)
Oracle Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—bless, cure light wounds, shield of faith
. . 0 (at will)—detect magic, guidance, light, stabilize
. . Mystery Nature
--------------------
Statistics
--------------------
Str 13, Dex 9, Con 17, Int 13, Wis 10, Cha 20
Base Atk +0; CMB +1; CMD 16
Feats Extra Revelation[APG], Skill Focus (Knowledge [nature])
Traits devotee of the green
Skills Acrobatics -3 (-7 to jump), Diplomacy +9, Heal +4, Knowledge (history) +5, Knowledge (nature) +9, Knowledge (religion) +5, Linguistics +2, Perception +3; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan, Taldan
SQ elf blood, hero points, oracle's curse (lame), revelations (bonded mount, nature's whispers)
Combat Gear acid, alchemist's fire; Other Gear leather armor, heavy wooden shield, cestus[APG], morningstar, sling with 5 sling bullets, backpack, bandolier[UE], belt pouch, candle, flint and steel, iron holy symbol of The Green Faith[UE], mess kit[UE], spell component pouch, torch, trail rations, waterskin, 9 gp, 4 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
--------------------
horse animal companion/mount:
Red Tunic CR –
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 17 (2d8+7)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Toughness
Tricks Attack, Attack Any Target, Come, Guard, Heel, Stay, Work
Skills Acrobatics +1 (+9 to jump), Perception +6
SQ attack any target, come, docile, guard, heel, stay, work
Other Gear sling bullets (5), bedroll, bit and bridle, blanket[APG], candle (9), feed (per day) (2), hemp rope (50 ft.), pot, riding saddle, saddlebags, soap, torch (9), trail rations (4)
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.
background:
Moss-Fingers has been the caravan medic for some time. He's very curious about the wagon no one is allowed to approach. But though he will listen carefully to see if anone drops any nuggets of information, he doesn't actually go prying into the situation.
Moss-Fingers has always been skilled at healing. He has finally found this caravan which didn't seem to be too abusive to wards it's beasts of burden. Let me know if he has found this to be untrue. So this has become his route to exploration of the countryside.
His family and friends were sad to see him leave, but most are of the opinion that he has to leasve to see how much better it is at home. Then he will be back. The exception was his little sister, Camitle, who was felt heart broken and betrayed at his leaving.
Though Moss-Fingers is appreciated by the caravan (he is equally useful for lamed mule or injured guard), he feels like there is something more he is missing out on. He's just not sure what it might be.
1. I have read the entire post and can easily post every 48 hours.
2. Moss-Fingers de'Morcaine.
3. Caravan medic to heal any minor injuries.
4. Nothing that I can think of.
Questions
1) What did you do during the conflict? Unfortunately I was relegated to home guard.
2) Name one specific person from your past, you have lost contact with during the conflict. My older brother, Morrowlight, has been missing since shortly after the conflict began. Sent off to scout and never heard from again.
3) Quirks to be aware of? Can't believe people still believe in the right of 'nobility' to rule.
4) What unsettles your PC? Densely urban settings. Most especially crowded slums.
5) Particular goals in life? Find brother or at least learn what happened to him.
Ok, thinking elf druid of Sula. Feral Shifter archetype (if allowed). From AvLee with most of the rest of the elves.
Bear animal companion. At least for now. Light Armor prof and Impr Spell Sharing. How do you want to handle costs for medium bear armor? Looking at chain shirt to begin with.
S 12, D 14, Co 12, I 14, W 15+1=16, Ch 10
Feats Improved Spell Sharing and Improved Initiative
Mostly buff the bear for fighting and backup archer/melee.
Dragon hide (green if it matters) agile breastplate.
Bow and sword (probably won't use sword much, wildshape to bear/cat for melee)
Mostly buff and SNA spellcasting.
HP for levels 2-4.
HP:3d8 ⇒ (1, 4, 2) = 7
Well that was crap!
HP for all levels of bear
HP:4d8 ⇒ (6, 8, 7, 6) = 27
Tough ole bear!
I will read your world guide today.
EDIT:
Read the world guide. Are the nations, such as AvLee, having their own languages? If not, how are you handling languages in your world?
Not sure I understood the specialization points section very well. So if I understand correctly, I have 8 points since we are 4th level. I could put 4 in Comp Long Bow to have weapon focus in that for free. (Can I still put more points into Comp Long Bow for greater weapon focus?) I can also put 4 points into Body Magics but won't gain a benefit until 9th level. Is that correct?
So you've got an archer bard, a cleric, and wood elementalist in the running.
Looks like the bard is trying to double up and do the sneaky scouting type stuff and no hard melee type. Although the cleric might do pretty good with spell buffs to combat.
With no barbarians, I guess I'm leaning toward a melee druid type build. I have to think about how to make him different from the one I'm currently playing in a FtF game.
With no heavy armor PC's, we could all take some stealth to be a fairly sneaky group.
What types of Animal Companions would be a good fit for your campaign/world? Dinosaurs, flying turtles, etc...
Ok, here's a quicky version using acanist as the base. Would be better with Duskwalker race. Don't have that in Herolabs yet.
Necro-Nice - Arcanist:
Dhampir agent of the grave 4/blood arcanist 5/necromancer (undead[APG]) 1 (Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Bestiary 2 89)
Medium humanoid (dhampir)
Hero Points 1
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 65 (10 HD; 6d6+4d8+19)
Fort +5, Ref +5, Will +8 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +2 bonus vs. fear effects, +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; DR 5/lethal; Resist cold 5, undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +2 (1d4-2/19-20)
Special Attacks arcane reservoir (3/8), arcanist exploit (school understanding[ACG]), command undead (DC 15, 8/day), consume spells
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—detect undead, touch of fatigue (DC 14)
Bloodline Spell-Like Abilities (CL 8th; concentration +13)
. . 5/day—grave touch (2 rounds)
Blood Arcanist Spells Prepared (CL 8th; concentration +13)
. . 4th (3/day)—animate dead
. . 3rd (5/day)—lesser animate dead[UM], vampiric touch
. . 2nd (5/day)—brow gasher[UC], lipstitch (DC 19), spectral hand
. . 1st (6/day)—chill touch (DC 18), interrogation[UM] (DC 18), ray of enfeeblement (DC 18), ray of sickening[UM] (DC 18), unlock flesh (DC 18)
. . 0 (at will)—acid splash, mage hand, mending, message, open/close (DC 15), prestidigitation, ray of frost, touch of fatigue (DC 17)
. . Bloodline Undead
Necromancer Spells Prepared (CL 1st; concentration +6)
. . 1st—decompose corpse[UM] (DC 18), repair undead[ACG], restore corpse[UM] (2), sculpt corpse[APG] (DC 18)
. . 0 (at will)—bleed (DC 17), detect magic, detect poison
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 12, Int 20, Wis 10, Cha 14
Base Atk +4; CMB +2; CMD 15
Feats Command Undead, Glimpse Beyond, Greater Spell Focus (necromancy), Scribe Scroll, Spell Focus (necromancy), Undead Master[UM], Varisian Tattoo[ISWG]
Traits deathtouched, forbidden knowledge (geb), gifted adept
Skills Appraise +9, Bluff +8, Fly +8, Heal +4, Intimidate +15, Knowledge (arcana) +18, Knowledge (dungeoneering) +9 (+11 to identify vulnerabilities and powers of aberrations, this check can be made untrained), Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +14, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9 (+11 to identify vulnerabilities and powers of evil outsiders, this check can be made untrained), Knowledge (religion) +18 (+22 to identify vulnerabilities and powers of undead, this check can be made untrained), Linguistics +18, Perception +12, Spellcraft +18, Stealth +13, Use Magic Device +15; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ arcane bond (cestus), bloodline (undead), bloodline arcana (corporeal undead affected by humanoid-affecting spells), bolster, death's shroud, hero points, inspired necromancy, lich's touch, negative energy affinity, negative energy conduit, power-hungry, resist level drain, undead manipulator, unholy fortitude
Other Gear cestus[APG], arcanist starting spellbook, wizard starting spellbook
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Bolster (+2, 3 rounds, 8/day) (Sp) As a standard action, touched undead gains desecrate spell benefits for duration.
Command Undead (8/day, DC 15) Stnd act, 1 channel energy, undead in 30 ft. obey your commands as per control undead (Will neg).
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Shroud (1/day) (Su) As an agent of the grave gains power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Glimpse Beyond +2 to save vs. fear, bonuses to ID certain monsters.
Gluttony (Undead) Associated School: Necromancy
Grave Touch (2 rds, 5/day) (Sp) Melee touch attack leaves target shaken for 2 rounds or frightened for 1 round.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspired Necromancy (Ex) When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his agent of the grave levels twice. This ability does not factor into how many undead he can create with a single casti
Lich's Touch (5/day) (Su) At 1st level, the agent of the grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the agent of the grave class he attains
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Negative Energy Affinity (Ex) At 4th level, the agent of the grave, while still technically alive, reacts to positive and negative energy as if he were undead - positive energy harms him, while negative energy heals him. If the agent of the grave is already undead, this ability g
Negative Energy Conduit (1/day) (Ex) At 3rd level, an agent of the grave bolsters undead around him. As a standard action, an agent of the grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An agent of the grave
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
School Understanding Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 2 rds.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Manipulator At 2nd level, the agent of the grave gains great insight into the minds and necromantic forces controlling undead creatures. An agent of the grave's spells and spell-like abilities with mind-affecting effects treat undead creatures as their original
Undead Master Animate and command more undead
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Unholy Fortitude (Su) At 1st level, the agent of the grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first agent of the grave level and every time he gains a level in any class thereafter, the character may c
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level
I'll try to throw together a divine version tomorrow.
Thassilonian wizard also gives you +1 caster level to necromancy school.
Undead Master gets you more undead levels.
The Hex Channeler only does 1d6 of undead healing but if you take the Command Undead feat for channeling, you can try to take over any encountered undead.
The spirit warden shaman is more for wrecking undead. Though it does add the the command and control undead spells to the list. It can't channel negative to heal them.
The gravewalker though ... that has some serious possibilities.
Ok, so I'm working on a back-up character in case my current PC dies. (Seems like a serious possibility.) We are running through the Giant Slayer campaign, though it will likely have a fair amount of modifications. Extra players that have a wealth of experience in the system, so the GM is likely to need to beef things up a bit to give a proper challenge. I am confident he is up to the task.
No SPOILERS about the campaign please, we have only just begun and I want to learn it as it comes.
I know, by PF RAW, animating is evil. However, this PC (calling him Bob for now) has convinced himself that it is ok when it is just non-sentient undead. Since there is no thoughts, no soul, so nothing wrong with it. Yes, some people find it icky, but they are just ignorant of the realities of the situation.
So I'm thinking he would have some simple skeletons to carry his sedan chair around town and to clean his house. When adventuring, he could animate the first few things we kill. In this campaign, I'm guessing there will be plenty of big HD creatures to make at least fairly impressive zombies or skeletons. When you add in flaming skeletons or fast zombies ...
I've mostly got his personality and backstory down, but I'm not sure how best to build him. Dhampir or Fell Gnome seem like obvious choices for race. Certainly need to be a full caster to keep up reasonably decent undead. Divine gets animate dead sooner, but it seems like arcane get some more spells to go with them. Negative channeling would do an excellent job of keeping them up, but the arcane spells have a lot more combat buffs to put on them.
Wizard, arcanist, sorcerer, cleric, or oracle. I'm slightly leaning toward arcanist, but not sure. Which would you use to do this?
Already played the first 3 level with him as a Nagaji. His play and personality up until know have been partly around that.
I will look into Bloodline Mutations. Don't remember anything about them.
Yes, Vampiric Touch is pretty good. I'm more likely to cast it before the fight then deliver with a natural attack though.
Yeah, bloodrager isn't as awful as I was acting like. Still on the fence about the level of sorcerer.
Already using the Rageshaper archetype to increase damage of the natural attacks. I think I like that better than the Urban.
Yes, I agree that all 10 levels of DD isn't really optimal. But I want this guy to have as much dragon as possible. So I will still probably do all the levels of DD. But I might throw a couple more bloodrager in after DD 4. Not sure.
- Druid, should eventually be a good melee assist, but currently to squishy. Decently high damage potential (greater than mine so far if gets good hits) but not great HP and AC suxs. Tends to buff damage rather than defense, then is leery about entering combat. Still learning how to work a druid.
- Wizard not sure what specialization he's going for. But I think he said he is going for group buff spells like haste and communal X spells.
- Healing and condition recovery cleric. (Also works for undead blasting.)
- Questioner archetype investigator. Scout and support spells.
I'm going to recommend going full sorcerer before going 10 levels of DD, and then back into Sorc til 20.
...
Not only will you be an extremely competent melee presence, but you'll be a 9th level caster with access to Form of the Dragon III, ...
Sounds great eventually. However, here at low level, I am our groups primary melee presence. If I tried to do that for 5 levels of sorcerer, I would get quickly squished. IF I always had time to cast a bunch of defensive spells prior to combat, I might be able to survive. But I can't always count on that. In fact, with how our group normally operates I probably can't usually count on that. Plus I'd run out of spells for defense before I run out of encounters.
Besides, I've already played him as a bloodrager for levels. Hmm... I suppose if I'm rich enough and have enough downtime, once we get to 11th level or so I could retrain those class levels into straight sorcerer. I might think about that for the future.
You can apply DD's spells per day class feature to a 1st-level sorcerer, but it's going to be a slow progression. 2nd-level spells at character level 9, 3rd at 12, 4th at 15. A straight-forward bloodrager is quicker, actually, and can combine his spells with bloodrage (blood casting class feature). ...
But so few spells per day and such a tiny list of possibilities! Still considering.
SheepishEidolon wrote:
...
The FAQ about bloodragers and DDcan be interpreted in a way that DD improves both bloodlines. I don't think that's intended, and your GM might object - better clarify with them before first session.
I guess bloodrager + sorcerer + DD can work out fine, as long as the campaign's power level isn't far above adventure path level.
DM agrees with me on the DD, not sure about the robe yet.
Instead of bloodrager/sorcerer, something you could consider is Eldritch Scion Magus (with draconic bloodline). ...
I thought about this. However, I'm already playing a magus in the other group with mostly the same group of players.
Kurald Galain wrote:
...
Either way, I don't recommend Arcane Armor Training since it eats your swift actions (and at mid-to-high level, you have plenty of use for those).
As you likely have good charisma, feats to consider include Scion of War (cha to initiative), Steadfast Personality (cha to most will saves) and the Irrepressible trait (cha to some will saves).
...
Totally forgot it uses up the swift action. Agree to nix that.
I like your ideas on those cha feats.
Kurald Galain wrote:
...
Revolving Door Alternate wrote:
As I read it, Dragon Disciple would advance both the bloodrager and the sorcerer bloodline abilities.
Sorry, but that doesn't work that way. The DD says that it "gains new spells per day as if he had also gained a level in an arcane spellcasting class" (not "every arcane spellcasting class") and the Robe says that "the wearer treats her sorcerer level as 4 higher than normal" (not "every class with a bloodline"). So DD lets you pick one bloodline class but not both, and the Robe doesn't work for bloodragers in the first place. No two-for-the-price-of-one combo here :P
I agree only advances the casting of one class. However, as both I an my DM read it, it advances both sets of bloodline powers. Things like claws, bite, breath weapon, acid immunity, etc...
DM is thinking about the Robe. Which is fine. I won't be able to afford it for quite a while. Still worth while if only functions for one.
Ok so Dragon Disciple has been around forever and I've always wanted to play one. Well now I have my chance. Playing in a homebrew-ish Waterdeep. I think it is mostly a 3.x Waterdeep adapted for PFS1. With some ideas added in from all over. The campaign is open-ended. Meaning it will stop when we've decided we are tired of it. Whether that is level 12 or 37.
My PC thinks he is really supposed to be a dragon that somehow got cursed by followers of Tiamat into the body of a Nagaji. His ultimate goal is to get 'uncursed' so he can be the dragon he was always supposed to be.
Not entirely certain on the build progression. Definitely a melee focus and intending to do most of my serious fighting with tooth and claw.
-Certainly bloodrager (copper draconic) rageshaper archetype.
-Seriously considering my 4th level to be sorcerer. That way the caster levels gained from Dragon Disciple could be in sorcerer which has a much more expansive spell list than bloodrager.
-All 10 levels of Dragon Disciple. Then back to bloodrager after that.
-Took the feat Intimidating Prowess at 1st level. People should respect and fear dragons. Will probably retrain it so something else when I can get the actual spells to make someone afraid. But maybe not, see how it goes.
-Took Power Attack for my 3rd level feat. I mean that's just almost standard for a strong melee PC.
-If I take a level of sorcerer, then I will almost certainly eventually want Arcane Armor Training and limit myself to mitral chain shirt for no spell failure chance. On the other hand Mage Armor is free and lasts hours for the exact same AC (until I can afford to get the armor enchanted).
-If I don't take sorcerer then I could stay with a breastplate for slightly better protection.
-Obviously want the Robe of Arcane Heritage as soon as I can afford it.
-I think the Town Tamer story feat will fit very well with the way the group is beginning to shake down.
-Combat Casting seems like kind of a no brainer since I'm a melee combatant with spells.
-The group has been kinda discussing the Broken Wing Gambit teamwork feat and its follow on Wounded Paw Gambit. Probably with me being the lure for the others to use. That hasn't been decided yet.
-Even though it is kinda boring, been thinking about the toughness feat.
-Not sure if Weapon Focus is worth it since I will have 2 different natural attacks and can't get Specialization.
So... What are your thought, suggestions, concerns, ideas, or critiques? What do you think about the level of sorcerer? The more I think about it, the more I like it. As I read it, Dragon Disciple would advance both the bloodrager and the sorcerer bloodline abilities. Similarly I think the Robe of Arcane Heritage would increase both of them. That would give me lots of rounds of claw/tooth attacks and a large number of breath weapon uses. Yes, I will check with the DM to make sure how he thinks those should be interpreted.
Build so far:
Kal-Drak:
Male nagaji bloodrager (rageshaper) 3 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Bestiary 4 199)
CG Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 42 (3d10+12)
Fort +6, Ref +2, Will +1; +2 vs. mind-affecting effects and poison
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +7 (1d4+4/19-20) or
. . longsword +7 (1d8+4/19-20) or
. . lucerne hammer +7 (1d12+6) or
. . net +3 (entangle) or
. . sap +7 (1d6+4 nonlethal)
Ranged mwk composite shortbow +3 (1d6+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Special Attacks bloodrage (11 rounds/day), claws
Bloodrager (Rageshaper) Spells Known (CL 2nd; concentration +6)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 12, Wis 8, Cha 18
Base Atk +3; CMB +7; CMD 18
Feats Power Attack, Intimidating Prowess
Traits blood of dragons, indomitable faith, magical knack
Skills Acrobatics +3 (+7 to jump), Bluff +4 (+2 for 24 hours when you fail an opposed Charisma based check), Climb +6, Diplomacy +4 (+2 for 24 hours when you fail an opposed Charisma based check), Disguise +4 (+2 for 24 hours when you fail an opposed Charisma based check), Handle Animal +8 (+6 for 24 hours when you fail an opposed Charisma based check, +10 vs. reptiles), Intimidate +12 (+10 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +7, Perception +8, Ride +3, Spellcraft +5, Survival +3, Swim +6, Use Magic Device +5 (+3 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
Languages Common, Draconic, Nagaji
SQ fast movement, resistant, serpent's sense, vain
Combat Gear potion of cure light wounds (2), potion of cure light wounds, acid, oil (2); Other Gear chain shirt, wooden snarlshield, dagger, longsword, lucerne hammer[APG], mwk composite shortbow (+5 Str), net, sap, traveler's any-tool[UE], bandolier[UE], bandolier[UE], bedroll, belt pouch, candle, chalk (3), earplugs[APG], fetters, masterwork (barbed)[ARG], fetters, masterwork (barbed)[ARG], fishhook, flint and steel, grappling hook, hammock[UE], hemp rope (50 ft.), lamp, manacles, masterwork (barbed)[ARG], manacles, masterwork (barbed)[ARG], masterwork backpack[APG], piton (3), sack, sewing needle, signal whistle, soap, string or twine[APG], torch (3), trail rations (5), waterskin (2), wrist sheath, spring loaded, wrist sheath, spring loaded, 6 pp, 2 sp, 5 cp
--------------------
Special Abilities
--------------------
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
--------------------
Fear no longer! For I, Kal Drak, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Bahmut.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.
Gruingar believes himself to be a dragonic avatar of Bahmut who goes by the name of Kal Drak. He has somehow gotten trapped in the shape of a Nagaji. his goals are to find a way to 'return' to his proper dragon form. Then peacefully rule in Bahmut's name. He isn't entirely sure on this. He thinks there is a chance he is supposed to set things up so a different dragon can rule. Or maybe he is even supposed to set up a bunch of little kinglets, that report to him as the divine emperor. But he doesn't let anyone know about those doubts.
{Totally irrelevant to me if those are beyond the scope of the campaign. Maybe that will be a post level 20 occurance. That is what he has in mind and what he is working toward.}
Kal Drak is a tall, broad shouldered, athletic Nagaji. He is relatively handsome (though quite arrogant). Over the last several years, his gray-ish scales have begun to turn a burnished red at the edges. He is quite vain and expects to be the center of attention.
If anyone were to look into the antecedents of Kal, they would find he was born as Gruingar de'Morcaine in south central ???. He comes from a large ordinary family that runs a moderately successful tannery.
At some point something went 'click' in his mind and Kal Drak entered the scene. He doesn't acknowledge anything of his past prior to that point. He IS a dragon. Not only that, he is an avatar of Bahmut. Somehow some unknown servant of Tiamat trapped him in this Nagaji form. When he finally manages to break that curse, he will be able to properly take up his mantle and duties as an Avatar of Bahmut.
For what is worth, I stopped trying the GM's that wanted payment. I tried quite a few and only 1 was decent.
What I have been doing is using the ones that have the option of giving a tip for a good experience. I've tried 4 of those and only 1 was a poor GM. I gave the other 3 a $5-$10 tip.
Not sure if that is an appropriate amount, but it seemed reasonable to me.
Ok, we are almost ready to start the next campaign (the current one has gone a bit longer than expected).
Here's what I'm thinking? I want to see what to see what you folks think of it.
Dwarf (maybe Oread), seems very thematic for fighting giants.
Druid with the Goliath Druid archetype. Most of my fighting from level 6 on should be in giant form (hopefully). So I can make use of my own weapons and armor. Bonus, possibly some of what we find on the giants if they aren't too much bigger than me. I'm guessing most of the giants will be a size category larger than me by the time I get the size increases.
So I can make use of stoneplate to be more tankish.
Shouldn't have much use for the Shift Weapon feat since I don't intend to fight in animal form. I can always carry a reach weapon if needed/useful.
Also shouldn't need the huge expense of the wild enchantment on armor (and shield).
Starting abilities Str 16, Dex 12, Con 18, Int 12, Wis 16, Cha 5
(I think I'm going to have fun playing a truly obnoxious Cha 5 character.)
Traits: Regional Recluse: Turtleback Ferry (+1 survival and att giants), Strength of the Land (+1 caster level checks while touching the land), Vexing Defender (+1 Acrobatics, +4 to move through larger enemies space), Xenophobic
First level would be either:
Fighter (no archetype) for heavy armor, martial weapons, and tower shield for when I really want to be a tank.
OR
Barbarian (Armored Hulk archetype) for heavy armor and martial weapons.
All the rest of the levels would be druid.
New person to the group might also be playing a melee character. If so, I won't take an animal companion. Don't want to steal anyone's thunder. Then I would probably take the rage domain.
If the new person is not playing a melee character, I will take an animal companion of one of the megafauna that the campaign lists as appropriate.
Oh duh. I didn't even think about the troll. Is regeneration on the list of things the spell gives you? I don't remember it. I will check when I get home. But yeah that is super cool.
Hmm... Well carp. Not sure I want to go for the stoneplate and tower shield then. Though dwarves aren't slowed by armor. It would certainly eliminate any acrobatics.
Derklord wrote:
... And that you gain Regeneration. ...
What?!?
here's a quick build in Allosaurus shape:
Anyvisage druid
Dwarf druid (goliath druid) 8/fighter (eldritch guardian) 1 (Pathfinder Player Companion: Familiar Folio 7, Pathfinder Player Companion: Giant Hunter's Handbook 20)
N Huge humanoid (dwarf)
Hero Points 1
Init -1; Senses low-light vision, scent; Perception +15 (+17 vs. Giant)
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Defense
--------------------
AC 28, touch 7, flat-footed 28 (+10 armor, -1 Dex, +6 natural, +5 shield, -2 size)
hp 77 (9 HD; 8d8+1d10+27)
Fort +11, Ref +1, Will +9; +4 vs. spell-like and supernatural abilities of giants
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 50 ft. (25 ft. in armor)
Melee (M) +1 dueling cold iron bill +7/+2 (1d8+8/×3) or
. . bite +12 (2d6+7 plus grab), 2 claws +12 (1d8+7)
Space 15 ft.; Reach 15 ft. (30 ft. with +1 dueling cold iron bill)
Special Attacks destructive smite (+4, 10/day), pounce, rake (2 claws +12, 1d8+7), wild shape 3/day
Druid (Goliath Druid) Spells Prepared (CL 8th; concentration +11)
. . 4th—inflict critical wounds[D] (DC 17)
. . 3rd—rage[D]
. . 2nd—bull's strength[D]
. . 1st—true strike[D]
. . D Domain spell; Domain Destruction (Rage domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 24, Dex 8, Con 16, Int 12, Wis 16, Cha 5
Base Atk +7; CMB +18 (+22 grapple); CMD 27
Feats - Custom Feat -, Dedicated Adversary, Natural Spell, Planar Wild Shape[UC], Powerful Shape[UM]
Traits regional recluse: turtleback ferry, strength of the land, vexing defender
Skills Acrobatics -14 (-18 to jump, -10 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +1 (+3 to assess nonmagical metals or gemstones), Bluff -3 (-1 vs. Giant), Climb -3, Diplomacy -3 (-5 vs. creatures of a different race or culture), Fly -15, Handle Animal +9, Heal +7, Knowledge (dungeoneering) +5 (+7 vs. Giant), Knowledge (geography) +13 (+15 vs. Giant), Knowledge (local) +5 (+7 vs. Giant), Knowledge (nature) +13 (+15 vs. Giant), Knowledge (planes) +6 (+8 vs. Giant), Perception +15 (+17 vs. Giant), Ride -14, Sense Motive +3 (+1 vs. creatures of a different race or culture, +5 vs. Giant), Spellcraft +7, Survival +16 (+18 vs. Giant), Swim -3, Use Magic Device +1; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Druidic, Dwarven
SQ face nature's might, nature bond (Rage domain[APG]), primal bond, primal empathy, primal size, primal summons, rage, trackless step, wild empathy +5, wild shape (giant), woodland stride, xenophobic
Other Gear +1 restful wild stoneplate[UE], +1 wild tower shield, +1 dueling cold iron bill[APG]
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Special Abilities
--------------------
Dedicated Adversary (Giant) +2 to Attack and Damage vs. creature chosen, and some skills.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Destructive Smite +4 (10/day) (Su) Make a melee attack with morale bonus to damage.
Druid (Goliath Druid) Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Face Nature's Might (Ex) +4 to saves vs. spell-like and supernatural abilities of giants.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Grab: Bite (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Pounce (Ex) You can make a full attack as part of a charge.
Powerful Shape While in wild shape, you are treated as one size category larger
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Rage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Alter Self: Large giant) (Stone Giant) (Su) As a standard action, take humanoid (giant) form.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
- So I find myself often going back to look at the Cave Druid archetype. The idea of a large armored (wilde stoneplate) ooze with reach and trip/disarm (weapon shift) just strikes me as wildly hilarious. Probably not too effective for this AP though.
- I also like the Ashvawg Tamer, but I have nixed that. I think that would add to much onto the GM's already enormous load to decide what creatures I can try to tame and what their level appropriate abilities would be.
- I am looking at both the Saurian and Goliath archetypes. I'm not sure a giant hating dwarf that changes into a giant is really kosher. But it would allow me to use any giant size gear we find. The dino shapes are pretty kool. Not sure how 'region appropriate' they are. Though both have the wildshape (focus of the build) pushed off to level 6.
- The Feral Shifter doesn't lose any levels of access to wild shape. A couple of switchable Animal Focus that can be applied throughout the career is pretty decent. Though I guess not super powerful.
- The Reincarnated archetype has a nice auto-second chance saving ability. Nothing really specific about it to the AP or the wildshape focus of the build though.
- The Dragon Shaman archetype seems very AP appropriate since I think dragons and giants are supposed to hate each other from some long forgotten war or something. Really only lizard wildshape though. Do the dino's count as lizards as far as the PF1 game rules are concerned? Otherwise the lizard shapes kinda suck.
- I was comparing the 1 level of fighter with wild stoneplate and the 2 level of monk with mage armor added on. I'm not feeling very convinced of either one. Seems like a serious giant opponent is going to hit you most of the time no matter what. The real need is miss chance. Like displacement, mirror image, and improved invisibility. None of which the druid has.
I think I'm leaning toward the Goliath Druid archetype.
If I take a dip, I think I'm leaning toward the level of fighter eventually going for the stoneplate.
Doing some build playing. Not sure I like the 4 levels of ranger enough to give up that much spell casting. But still on the table for consideration.
- If I'm going to eventually go for the wild armor enhancement, it seems like I should take a level of fighter for the heavy armor prof, then get +1 wild stoneplate.
- The barding (in a bag of holding) is a cool idea I had not really considered. But it will limit you by the time needed to put it on and take it off. So you would definitely have to assume your combat form long before a combat is expected.
- If I don't go for armor, is a 2 level dip into monk for the wisdom to armor and evasion worth it?
- I'm considering a dwarf with the feral shifter archetype and earth domain. Any reactions?
- Do you need to be proficient with the weapon for the Weapon Shift feat chain?
- If you are holding 2 weapons, do you get the properties of both? I'm trying to think how many properties you could get among all the choices. Reach, disarm, trip, set, entangle, etc...
... Mobility is your friend. If you can get one big attack a round and avoid AoO from the giants, that is how you want to engage in melee with them.
So maybe go the Spring Attack and/or high acrobatics path?
DeathlessOne wrote:
... I recommend the Weapon Shift line of feats. I've linked the Greater version, which has links to the other two. You want at least Weapon Shift and Improved Weapon Shift...
That is pretty cool. Never heard of that chain before.
DeathlessOne wrote:
...
Have you considered Shapeshifting Hunter and four levels of Ranger? Combining Wildshape, favored enemy, and the Weapon Shift feats would make you pack a serious punch in wildshape form.
We will be starting a new AP soon. Most likely the Giant Slayer AP with whatever mods the GM feels like making. Though please don't spoil anything for me.
I am considering a druid. I have played one a while ago that mostly buffed his animal companion and fought alongside it in humanoid form.
Now, I'm thinking of one that does most of his combat in whichever wildshape form seems most appropriate at the time. Does it work out well?
Some things concern me.
Lose weapons. Can eventually use greater magic fang for a +1 to everything for hours. But by that level, most characters have around +3 weapons. I think you could use the amulet for a bonus to say claws. But some forms don't fight with claws. Bite, constrict, trample gore, claws, spikes, etc...
Lose armor. yeah can cast natural armor on yourself. But that doesn't last forever and it doesn't compare with the AC most melee characters have by then.
Even though it lasts for a long time, can only change shape so many times in a day. After a couple of fights I may be stuck as my standard humanoid form or in the wrong form.
Am I off base? Does it wok out ok? How would you build it?
I know it is normally not allowed at the same time, but in a normal FtF con the specials are at different times. I would like to run the same character in the 3 different levels of bone keep.
Please let me know if there is something you don't like about Kal Drak. he can be modified quite a bit. Mainly, he is designed to be amusing (at least to me) while I see if I can get Dragon Disciple to work with a primarily caster build.
Fear no longer! For I, Kal Drak, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.
Gruingar believes himself to be a dragonic avatar of Apsu who goes by the name of Kal Drak. He has somehow gotten trapped in the shape of a human. His goals are, first, to find a way to 'return' to his proper dracon form. Then peacefully rule in Apsu's name. He isn't entirely sure on this. He thinks there is a chance he is supposed to set things up so a different dragon can rule. Or maybe he is even supposed to set up a bunch of little kinglets, that report to him as the divine emperor. But he doesn't let anyone know about those doubts.
{Totally irrelevant to me if those are beyond the scope of the campaign. Maybe that will be a post level 20 occurance. That is what he has in mind and what he is working toward.}
Kal Drak de'Morcaine:
Male human (Garundi) bloodrager 1/dragon disciple 3/sorcerer 4 (Pathfinder RPG Advanced Class Guide 15)
NG Medium humanoid (human)
Init +6; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 63 (8 HD; 4d6+1d10+3d12+16)
Fort +9, Ref +6, Will +8; +2 trait bonus vs. fear, +1 trait bonus vs. death effects
Resist draconic resistance, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks bloodrage (6 rounds/day), breath weapon (4d6 electricity, 60 ft. line, DC 14, 1/day), breath weapon (7d6 electricity, 60 ft. line, DC 18, 1/day), claws, claws (2, 1d6, treated as magic weapons, 8 rounds/day), dragon bite
Sorcerer Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—fly, haste, lightning bolt (DC 18)
. . 2nd (7/day)—blur, glitterdust (DC 17), communal protection from evil[UC], resist energy
. . 1st (8/day)—mage armor, magic missile, polypurpose panacea[UM], shock shield[UC], silent image (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, detect magic, detect poison, jolt[UM], mending, message, prestidigitation
. . Bloodline Draconic, Draconic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 7, Cha 21
Base Atk +5; CMB +8; CMD 20
Feats - Custom Feat -, - Custom Feat -, Eschew Materials, Improved Initiative, Iron Will, Power Attack, Silent Spell
Traits blood of dragons, courageous, greater purpose
Skills Acrobatics +6 (+10 to jump), Bluff +9 (+7 for 24 hours when you fail an opposed Charisma based check), Climb +7, Diplomacy +9 (+7 for 24 hours when you fail an opposed Charisma based check), Disguise +5 (+3 for 24 hours when you fail an opposed Charisma based check), Escape Artist +6, Fly +13, Handle Animal +9 (+7 for 24 hours when you fail an opposed Charisma based check), Intimidate +13 (+11 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Lore (Dragons) +12, Perception +14, Ride +6, Sleight of Hand +3, Spellcraft +5, Survival +2, Swim +7, Use Magic Device +9 (+7 for 24 hours when you fail an opposed Charisma based check)
Languages Common, Draconic, Hallit, Kelish, Osiriani, Polyglot, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, vain
Combat Gear potion of cure serious wounds; Other Gear boots of the cat[UE], cloak of resistance +2, eyes of the eagle, furious amulet of mighty fists, headband of alluring charisma +2, ring of sustenance, 2,350 pp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Breath Weapon (4d6 electricity, 60 ft. line, 1/day, DC 14) (Su) As a standard action, deal energy damage in area (Ref half).
Breath Weapon (7d6 electricity, 60 ft. line, 1/day, DC 18) (Su) As a standard action, deal energy damage in area (Ref half).
Draconic Resistance (Ex) Gain Electricity resistance 1 and +5 natural armor.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws & Bite (8 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Silent Spell Cast a spell with no verbal components. +1 Level.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
-------------------[/ooc]
Rough build. Might change which dragon type, languages, and haven't purchased all gear. Will fill out more completely as to what seems to match the mission/location.
Occasionally someone specializes at in-combat healing. Usually with a life oracle. Many/most players don’t enjoy playing a dedicated healer. Again, I will emphasize, this isn’t necessary in PF. (It was pretty much mandatory in the first versions of D&D. Some of us old curmudgeons have difficulty realizing this has changed and will try to insist someone play a healer.)
Oddly, it can sometimes actually be a hindrance. A few years ago I played a life oracle healer. By the end of the campaign, I could pretty easily provide thousands of hit points of healing each game day, plus massive condition recovery potential. The problem was that a few of the players (and one in particular) actually lost all tactical sense. The general attitude became “Meh, Jimmy-Joe-John can keep us up no matter happens.” So absolutely every fight became charge straight at the biggest concentration of targets. Right through traps, walls of spikes, river of lava, attacks of opportunity, and everything else. It became really weirdly frustrating, watching the other players become progressively dumber and more inept, because the crutch of my healing capability kept getting stronger.
... Two of my longest-lived characters weren't mine - the player ghosted and the GM had invested so much in the character's backstory that they didn't want to throw it away. I offered to step into that character's role and continue - I was even able to track down one of the players and get his blessing (and hidden backstory!), to boot. I played that particular adopted character for over five years and don't regret that I didn't roll him up for a second.
Impressive. I doubt I could ever manage to get that 'into' a character that I didn't develop. Good on you.
Sorry it took me so long to get back home and look through chronicle sheets. I do not have anyone that has already done parts 1 and 2. So if you have an applicant that needs Part 3, he should get the spot instead of me.
The only character I have in tier that isn't already in a game is Nevedno. he is a 4th level Medium.
The main thing he consistently provides, is a séance boon all day to the rest of the party if they want it. Other than that he can channel a different spirit each day to try and help fill missing/needed capabilities.
The concept is halfway decent, but not as great as I'd hoped when designing him.
If you don't have someone that needs part 3, I will bring him.
I'm looking to see what I have for applicable characters. I'm on the road, so probably won't be able to tell for sure until tomorrow. But maybe later on tonight.
... Still, before you get too far into a plan like this remember just how many things are immune to poison. ...
Absolutely understand where your coming from here. This group has several players that are not all that into optimizing their character builds. So I have to be a bit careful to not overshadow them.
So if reasonably often I can shine a bit brighter by giving a bunch of bad guys a dose of poison, that will be sufficient.
We haven't decided on the next campaign yet. When that has been determined I will check with the GM to see if a poison focus is going to be too useless.
Ok, looking at wierd builds.
Was considering a poisoner alchemist. But then I started thinking there are also some pets with poison. Familiars and animal companions of vipers, scorpions, wasps, spiders, etc... I'm pretty sure you can make an eidolon poisonous. But the saves and effects are pretty dismal. Rarely will a serious opponent fail the save or have many problems even if they do fail.
Is there any way the poisons from your pets more effective?
For 3), I understand what you are saying. But I would argue that the classification changes. There is precedent. A bastard sword is a martial weapon if used two-handed. It is an exotic weapon only if you want to use it with one hand. But I agree it is something I should check with the my GM to see how he rules it.
For 2), isn't that a way you can 'wield' a dancing weapon?
I was going to take a single level of witch to get the giant flea familiar. However, since I am playing a Ratfolk the GM allowed it. Fleas and rats are pretty damn well linked. The 'black death' plague and all that.
Not a problem. I expect a lot of negative replies when I am pushing the envelope of what is possible/allowed in the game. That's why I am asking.
I have a 10 level Beast Blade magus that rides a giant flea into combat (120' leaping charge). He has been doing pretty good up until now, but lately has been kinda falling behind the curve. So I am looking for things I can do to eek out a bit more effectiveness.
1) Chill Touch - At this level will give 10 instances of 1d6 negative and a potential str damage. I can deliver touch attacks through my weapon. However, familiars can also deliver touch spells for the caster. So if I am understanding this, the first 10 attacks with my weapon or the familiars bite will all have the +1d6 negative and str.(We have improved share spells if this effects things.) This will help with a bunch of mooks that I can't fireball or I'm running low on powerful spells.
2) Dancing Blade - In a couple of levels, I will be able to give my blade dancing with the arcane pool, let it loose, and fight with another weapon. Can I use spell strike with that Dancing Blade?
3) Mounted with Lance - Lance while mounted is a 1 handed weapon. I have mounted combat and many ranks in ride to direct mount with knees. So I can still use spell combat with a lance since I still have a hand free to cast.
4) Combat with a mount - So if the mount charges, I get a charge attack. Can I use spell combat with that attack since I didn't actually use the charge action?
5) Combat with a mount - If the mount moves into range to attack, I still get a full attack action, correct?
6) Enlarge Person - Can I use enlarge person on a mauler familiar in battle form? I'm thinking not because they both increase size. What about Alter Self for the +2 to strength bonus.
7) Spell Combat - Could you set of spell storing and spell combat at the same time to hit a target with 2 spells at once?
8) Ginat Flea has a 120 Leaping Charge special ability. Does that need to have a target at the end of the Leaping Charge? Sometimes I have been using that to leap over the enemy to attack them from behind. Since I leapt over them, not going to the closest square, I figured the flea couldn't make a charge attack, but I did as the rider. Re-reading, I'm not so sure. How would you rule this.